Recent Games

Review: Hard Logic for iPhone and iPad

I'm fond of puzzle games that just throw the players into the action and let them figure out what to do, without lengthy tutorials. Hard Logic by Maxim Urusov surely delivers on that front.
To be honest, I believe that the lack of a tutorial is more due to lack of polish rather than to a deliberate artistic expression, since the game is really bare bones, even lacking a title on the main menu (though it has an "Exit" button which is rarely seen in iOS apps!). Regardless, it worked for me and the first couple of puzzles sucked me in.

The first puzzle seems easy enough. Two empty blocks and a black dot. Your first impulse could be to tap the black dot, but that actually does nothing.
What you have to do instead is tap one of the blocks. The left one, for example; the effect of this is making the other block move over the black dot, and the puzzle is solved.
The machanics become clearer soon enough. When you tap a block, it makes the closest blocks in the same row and column move by one step towards the block you tapped.

But there's a catch! Notice how the two blocks in the bottom left corner, which are side by side, are rendered (very) subtly differently?
Tapping those blocks has no effect: only the blocks that have no immediate neighbors can be used to make a move. This makes sense, because the move should make the neighbors move towards the tapped block, but they are already as close as possible, so there's no place to go.

Of course the ones above were just introductory puzzles, with a single target. Afterwards, in most cases (though not always) you have as many blocks as target cells, so you need to plan your moves accurately in order to bring all blocks to the right place.
Later, some special "twin" blocks are introduced: those are 2x1 rectangles which behave like the normal blocks in all other aspects.
The game contains 120 puzzles, but only the first 26 are free, then you get a request to unlock the full game with a single in-app purchase. The purchase handling is quite buggy and didn't work until I quit the app and launched it again. Everything was ok after that.

I'm on level 48 so far. I didn't encounter any new mechanics and the puzzle size seems to be fixed at the adequate 7x7, but they do get broader and harder, though the number of moves needed to reach the solution fluctuates.
I found the solving process to be quite enjoyable, and I was able to use logic deductions to plan my moves intead of just making random attempts—something which is not that frequent in this kind of puzzles.
It can be useful to work backwards from the ending position: for example in the puzzle above there are three dots one above the other in the left column, so you know for sure that the last move can't be a tap on the top or bottom of those dots: that would form a pair of blocks, leaving the third dot uncovered.

Warning: there is a hint button which tells you exactly what move to make. This could be easily abused to spoil the fun, so try to avoid it. It has a reason to be there because the puzzles must be played in strictly sequential order, though I'd have preferred to simply be able to skip a puzzle you are stuck on instead of spoiling it this way.

As said at the beginning, the user interface of this game is very basic, and the level selection screens are particularly lackluster, but I found the mechanics particularly refreshing, so definitely give it a try.


Summary

Nontrivialness★★★★☆
Logical Reasoning★★★★☆
User Interface★★★☆☆
Presentation★★☆☆☆
Loading Time★★★☆☆
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Lost Lands for iPhone and iPad

Lost Lands (also free) by Ryan Ding is a seriously challenging maze puzzle that suffered a bit from feature creep but is guaranteed to require all your attention.
The game is entirely based on a single, clever mechanic: L-shaped doors which can only be pushed. This is the same concept as Open Doors and Open Doors 2, two Flash games by Ozzie Mercado (thanks to Keith Harrison for pointing them out to me), but plays quite differently because of the puzzle layout.

Let's see what the doors look like. Here is the first puzzle:
You always start in the top left corner, and need to reach the bottom right (highlighted by a colored gem). In this puzzle, there are just four doors and it's pretty simple. You can just walk all the way to the right, then to the bottom. While passing through the door in the top row, you will push it, so it will rotate clockwise, ending in this position:
Note how every door can be in only one of two positions, because on one side there's a wall, and on the other side there's the doorpost. Understanding how the doors move is by far the hardest thing during the first few levels because, until you learn to distinguish the visual cues, it often looks like you can push a door in a certain direction but you can't.

The fundamental thing to discover is that there are two ways to push a door, which are completely different and have profound effects on solving the puzzles.
The first way is the one seen above, where you push the door from the inside. This move is reversible: you can just walk back through the door, and both you and the door will return to your previous positions.

Soon enough, however, the first kind of move is no longer enough to solve the puzzles. Let's look at another one, and pay attention to the door in the top row:
From this position, you can still walk all the way to the right. In doing so, however, you will push the door from the outside, ending in this position:
Note how this move isn't reversible: now you can walk back left, but the door will not return to its previous position. In a sense, you changed some kind of "parity". You could walk around the top right corner and push the door from the inside, which would return the door to its previous position, but then it would be you that would be on the wrong side of the door.
Pushing doors from the outside, it's actually possible to get stuck into an unwinnable state; luckily, the game kindly informs you when that happens, so you can undo your mistake.

The free version has 168 puzzles in 3 difficulty levels, while the pro version has 480 puzzles in 4 difficulty levels. Interestingly, all the puzzles are played on the same 4x4 grid, with the only thing that changes being the number and position of the doors. The hardest puzzles have 8 doors and look like this:
I found that the best way to solve the puzzles is working backwards from the goal. For example in the puzzle above it's clear that you cannot move the door in the bottom row, because it can only be pushed from the inside, and to do that you would have already reached the gem. Therefore you need to turn the door in the right column, which can only be done by pushing it from the inside: but after doing that, you will be on the wrong side of the door, so you will need to go back to the other side from a different route. Pushing doors from the outside is often the key to prepare an "escape route" to be used after turning some other door. Of course, the harder the puzzles, the more moves you will have to plan in advance.

To move, you simply tap a corner on the same row or column of your man to make him walk. This makes sense because your path can be very convoluted and pass through the same intersection multiple times, so drawing a path wouldn't have worked that well. Your man walk a bit slowly, but you can queue up all the commands needed and then just watch the solution undolf; no need to wait for a move to complete before doing the next.

My main criticism to the game is that it feels overcomplicated. The graphics, while nice, probably make it difficult to clearly understand the mechanics, and the user interface has a bit too many buttons and options, especially in the screen shown after solving a puzzle.

This is certainly not a game for casual players, because understanding its mechanics and taking advantage of them requires discipline. If you feel up to the task (and if you're reading this blog, you should), definitely take a look at it.


Summary

Nontrivialness★★★★★
Logical Reasoning★★★★★
User Interface★★★☆☆
Presentation★★★☆☆
Loading Time★★★★☆
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Niño for iPhone and iPad

Niño by Lennard Meijer, Reinder Nijhoff, and Peter Kortenhoeven is a nice turn-based strategy game which can be pretty challenging.
The movement rules are simple but they don't get boring because there are many different elements—maybe even too many.

You are the blue cloud. You have to move through the board and reach the exit at the top of the screen without being captured by the red clouds.
The game is turn based, so you make a move, then the red clouds make a move. Your move consists of two steps in any direction, including diagonally and a mix of different directions. The red clouds move by only one step, so they are slower than you, but there are a lot of them.

The mountains and windmill you can see in the picture are the most common elements, at least initially. Mountains are simply obstacles: squares that cannot be visited. Windmills grant you an extra step when you pass over them. Beware! The red clouds can benefit from the same boost, something which will give you many headaches in the later puzzles.

The red cloud movement logic is simple and deterministic, though not explicitly described. They just move towards you, but in some cases there are multiple ways to do so, and learning the exact direction they will take is crucial.

There are many other elements that you get to play with.
Factories destroy any cloud that passes over them. Good if it's a red cloud, but very bad for you.
Weddings will make you lose if any cloud passes over them, so not only you must avoid them, but you must also keep the red clouds away. I think this was a nice humorous touch.
The controls work well after you get used to them. Intuitively, you might want to drag your tile to where you want it to go, but instead you just need to tap the destination square. Dragging does work, but there is no visual feedback and it's occasionally inaccurate, so better not do it.

In some cases you also might not want to move by 2 steps. To end the turn early, just double tap your cloud. This is explained at the very beginning but isn't actually needed for a few levels, so eventually I forgot about it. Then, for no apparent reason, it is explained again in the last puzzle of the first episode—after I would have needed it so many times!

Solving these puzzles is quite fun. The solution always boils down to taking advantage of your higher speed, so you want to make your enemies move in one direction and then whizz past them on the other side. Many puzzles are easily solved that way, but become harder if you want to match the optimal number of moves indicated by the game. In a few cases, however, the puzzles are just hard, even if you take your time. I found this one particularly difficult:
One minor annoyance is that as you need to replay a puzzle multiple times, you'll often make a move and immediately want to restart. This requires two taps instead of one, because the restart button is hidden inside the pause menu. I'd surely have appreciated a restart button on the main screen.

I guess nobody these days can do without teleports. I'm not fond of them in this particular case, but they do introduce an interesting strategic twist as you can either lure the red clouds to one side and then teleport to the other side, or simply make a red cloud enter into the portal to open up your way to the exit. But be aware that the portals often are just decoys, and you don't need to use them at all to solve a puzzle. Also note that portals only work if your move ends on them. If you land on them with your first step, you pass just through them.
My main criticism is that the game throws too many different things at the player in a relatively short time, making it feel a bit messy. This is particularly obvious with the faster clouds, which move two steps at a time. They are introduced in one puzzle and then never seen again for a long time.
Also there are clouds which can pass over factories without being destroyed:
There are also elements that require combined actions. Here you need to first pass over the sea to pick up water, then pass over the thirsty flower. That opens the exit. It's an interesting mechanic, but feels a bit contrieved.
The trickiest element could be the electric grids. You need to get a red cloud over the solar panel at the right time to power off the grid and be able to pass through it.
An uncommon feature is that you play in portrait orientation on iPhone and landscape on iPad. I find the portrait orientation more intuitive.
There's a total of 200 puzzles split in 5 episodes, and they all seem to be available for free, though you need to unlock them in order. There is a single in-app purchase whose only effect seems to be to remove the (somewhat annoying) full screen ads.

Game Center is supported, though only under iOS 7 for some reason, and there is no in-game button to see the leaderboards.

This game is fun and free, so definitely give it a try.


Summary

Nontrivialness★★★★☆
Logical Reasoning★★★★★
User Interface★★★☆☆
Presentation★★★★☆
Loading Time★★★★☆
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Impuzzible - Monochromatic Rectangles Puzzle for iPhone and iPad

If you want to play hands-on with a complex mathematical problem, look no further than Impuzzible - Monochromatic Rectangles Puzzle.
The stated goal is pretty simple: change the color of the blocks (choosing among four colors) in such a way that there are no rectangles whose four corners have the same color. The grids get increasingly larger, so how far can you go before giving up?

Solving the first 2x2 grid is trivial, and initially everything looks fine and dandy. The game helpfully highlights the rectangles that don't respect the requirements, and you just need to fix them to proceed.
The game can even seem to be too easy, because it looks like you just need to randomly tap the corners of the wrong rectangles to quickly find a solution. Going up to 10x10 took me little effort.
Continuing to go up, however, becomes increasingly difficult. It starts to become common that every time you tap a corner to remove a rectangle, you create a new rectangle of a different color.

Simple logic isn't going to help you here. Finding a solution involves either random tinkering, or very advanced math.

This is a great way to experiment with a NP-complete problem, and see how much its difficulty is increased by each apparently small increase in the size of the grid.

The game description on the App Store is slightly incorrect. It states: "No one knows how far you can go, but the largest grid for which a solution is known is 18 by 18 (level 17)". It has actually been proven in this paper that no solution exists for 19x18, so 18x18 is the maximum.

Finding solutions for the larger grids took a long time. William Gasarch, one of the authors of the paper above, offered a prize in 2009 to whoever found a 17x17 solution. The solution was eventually found in 2012 by Bernd Steinbach and Christian Posthoff, after some very advanced research explained in this paper, and it wasn't just 17x17 but 18x18.

You can learn more about this problem here and here. All very interesting reads.

The challenge is open: how far can a human go, without the help of a computer?


Summary

Nontrivialness★★★★★
Logical Reasoning★☆☆☆☆
User Interface★★★☆☆
Presentation★★☆☆☆
Loading Time★★★★★
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Zen Garden Puzzle: Three Moves Suffice

Today it's three months since the release of my last game Zen Garden Puzzle. While financially it has been a failure, and is orders of magnitude away from recovering the development costs, it has been appreciated by players, receiving nothing but 5-star reviews on the App Store.

A few people have been engaged enough to solve hundreds of puzzles, but only a handful have reached the elusive 10th Dan achivement. To earn that achievement, you have to take advantage of one of the selling points mentioned in the App Store blurb: "no matter what you do, you will never be more than three moves away from the puzzle's only solution."

After seeing the game for the first time, most people doubt that this is actually possible. Some asked me if you need some amount of luck to be able to do so. The answer is: it's always possible, and you don't need any luck, only skill. I could provide a mathematical proof, but I don't want to be more boring than usual, so I'll just show how to solve one puzzle.
The first thing we have to do is solve the puzzle in our head, determining the correct position of all the stones before even touching them. This requires some observation and memory skills and is certainly harder than starting to move the stones right away; but you can't expect to reach 10th Dan without effort, can you?
Typically you don't need to solve the whole puzzle in your head: you just need to find the position of 3-4 stones in order to make the first move. For simplicity, however, I will solve the whole puzzle.

So, in the puzzle above, the first thing we can do is note that in the first column there is a vertical area, which must contain one stone. We take a mental note that the other cells of the column cannot contain a stone:
Now we note that the rightmost three columns contain cells from only three areas. Therefore the stones contained in those areas must be in those columns, and we mentally exclude their other cells:
Now we can see that the first row only contains usable cells from one area, so we exclude all the other cells of that area:
We now see that in the second row there's only one space left, so it must contain a stone. We mentally put it there, and exclude all the other cells in the same row, column, area:
Now we can put a stone in the second to last row:
The other stones follow easily, so we now have a mental picture of the solution:
All we have to do now is turn this mental picture into actual moves that will solve the puzzle in three steps. But that's the easy part.

To see how this works, the key is to understand how the stones move. Remember that the game guarantees that there always is exactly one stone in every row and one in every column of the board. When you move a stone, you can do so in a straight line horizontally or vertically, like a rook in chess: in that case, another stone will move in the opposite direction to keep the balance.
But you can also move a stone diagonally: in that case, two other stones will move to fill the row and column left empty by the stone you moved.

Look at the stones. Every one of them could be moved horizontally to reach a correct position in the same row, or vertically to reach a correct position in the same column. Conversely, every correct position can be covered by two stones, one in the row and one in the column.

What we want to do is a diagonal move which will make two stones move to their correct position.
Let's pick the stone in the second to last row, for example. I've drawn a blue arrow to show the move that we need to do; the green arrows show the consequential moves that will be done by the game.
With the first move done, we just need to repeat the process with another stone; let's use the one in the second column:
Now the third move will bring three stones in the correct place, and solve the puzzle:
Why is it guaranteed that the last move will solve the puzzle? Because with our diagonal moves we put six stones in the correct place. The seventh stone is automatically forced to be in the only row and column not used by the other sixwhich is necessarily its correct place.
So there you go. I have shown that 10th Dan is achievable; getting there, however, will still be up to you.



©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Where to Jump? for iPhone and iPad

Where to Jump? by the Slovakian Mirka Boženková is a hidden gem that didn't receive the attention it deserves. I had skipped it myself, and reconsidered it thanks to a tweet by Federico Prat Villar. So if you haven't done it already, follow me on Twitter and share your favorite games.
The graphics of this game probably look a bit cheesy, but the puzzle mechanics surely are interesting.

The play area is a group of vines, populated by round creatures and the occasional grape. When the leaves of two vines are at the same height, you can jump to the right (and only to the right). So for example, from this position you can only make the top creature jump.
The neat thing is that the weight of the creatures pulls down the vines, so after you jump, the vine on the left moves up, and the center one moves down:
Your goal is to make a creature collect the grape. So you now need to jump with the left creature, which will again make the left vine go up, and the center one go down:
then jump again and complete the puzzle.

The movement rules made me think of Gray codes for some reason, though I don't think the similarity can help in solving the puzzles :-)

The puzzles actually start very, very easy, leaving very few options to choose from (in the example above, you can't make a mistake even if you wanted to), which made me wonder if the game wasn't too easy. Then I found a sudden difficulty spike in level 1-19, which took me many attempts despite its innocuous look (note: you can't see a grape in this shot. That's because it above the top of the screen, and you need to pull down the right vine to bring it into view).
After level 19, there is just one more free puzzle; 230 more can be unlocked with a single in-app purchase.

A purchase which very few people made, from what I can see in the Game Center leaderboards. That's a real shame, because the game gets a lot more interesting after the fold. The complexity of the puzzles increases, and figuring out the right sequence of jumps can take some time and thought.

As is often the case with sequential movement puzzles, finding the solution (which is not necessarily unique) is more a matter of trial and error (and memory!) than logic. Thanks to the clever mechanics, however, this kind of trial and error is actually pretty fun.
Interestingly, after I got used to the mechanics I found it a lot easier to predict the outcome of my moves, and developed an instinct for which path should be the right one. The wonderful thing is that my instinct would often be totally wrong, because the solution required some counterintuitive move.

In later puzzles, the game adds new elements, like ladybugs and hedgehogs:
And red creatures, which weigh twice as much as the blue ones, and therefore make the vines move twice as much. And they only eat grapes of their color too!
Definitely try out this game, and I'd certainly recommend to unlock all the puzzles. I played for over an hour this afternoon waiting at the doctor's office, and I only solved 1/4th of the puzzles, so I surely got my money's worth.


Summary

Nontrivialness★★★★☆
Logical Reasoning★★★☆☆
User Interface★★★★☆
Presentation★★★☆☆
Loading Time★★★★☆
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Color Tangled for iPhone and iPad

Color Tangled is a good example of how the App Store is being ruined by bad business models. For each one of the creatively original games that I review on this blog, there are... hundreds? thousands? of unoriginal lookalikes. And I'm not just talking about the current flood of Flappy Bird clones, nor of the apparently endless flow of reskins of Flow Free. This is a pervasive problem, and it's often not easy for the customer to understand what's going on.
I like graph transport puzzles, and there is a good selection of them on the App Store. Subway Shuffle and Sky Scramble, for example, are excellent choices based on original ideas. Color Tangled is based on a much simpler idea, but it would still be fun.

The goal is simply to move each stone to the area of the same color. There is exactly one empty area, and the only moves you can make consist of moving a stone into that area by travelling along a line.
You can think of this as a generalisation of the 15 puzzle, if you like. I'm not sure where the idea comes from, but it's likely to be pretty old. It is simple enough that it's one of the puzzles you can find as minigames in larger games; without looking too far, the recenty released The Voyage contains some of these:
The main problem with this app is the poorly designed and slow user interface. It was written in Flash, so it is easy to port to any mobile device, but its performance is very poor.

To add insult to injury, the game has a bug so that level 35 (out of 36) is unsolvable:
note that there are TWO orange stones, and no dark green one.

Now for the interesting part: the source code is on sale on ActiveDen (simply called "Tangled") so anyone can buy the rights for as low as $10 and put it on the App Store. Color Tangled is actually unusual, because it is a paid app. Usually, the business model involves making the game free but filling it to the brim with ads (preferably in such a way that it's easy to tap them by mistake). See Color Slide Puzzle for an example: same game, different "publisher", free, full of unskippable Vungle video ads.

Avoid; and stay alert.


©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.
 
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